Skill System
Tales of Zalanthas, like its predecessor ArmageddonMUD, will use a level-less skill-based system for all characters. There are no 'experience points' as in MMORPGs or level-based systems; you gain skill by using
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Development updates on the systems, design, code and world-building for the game.
Tales of Zalanthas, like its predecessor ArmageddonMUD, will use a level-less skill-based system for all characters. There are no 'experience points' as in MMORPGs or level-based systems; you gain skill by using
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The following is a summation based on an interview between Eurynomos and Nessalin from 4/17/26 – Tales of Zalanthas is introducing a crafting system that is distinct and fresh compared to the ArmageddonMUD/
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Our stance on AI usage is: * We do not want coders to be hands-off and fully use AI, bur rather use it as a coding assistant if they want. AI is fantastic at helping
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Combat in Tales of Zalanthas will be familiar to people who played Armageddon, but does have enough new features to it so that it feels fresh and exciting. While the details are still being
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Why aren't we using the LegacyArm codebase? LegacyArm Codebase The LegacyArm codebase was a Diku at its core (C) with SpiderMonkey integrated for small stuff that didn't require a reboot
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